![the reference miner egret the reference miner egret](https://warehouse1.indicia.org.uk/upload/o_1d904m6fd72u1v02lmf162s141fh.jpg)
You forget about those rampant cut-scenes once you control Jehuty, because the action is confusing and relentless. Dingo wearing his "harried Siberian miner" disguise. In other words, you have little to no idea what is going on, but it certainly seems important enough to involve you. All you can do is follow these points of interest, smile, nod and mash the attack button. It points you toward your nearest opponent, spinning Jehuty left and right and all the way around - and making you completely disorientated.
![the reference miner egret the reference miner egret](https://i.pinimg.com/originals/03/56/aa/0356aa58b86d1a7b81b79a56b18a4766.jpg)
You hold on to the game's autolock feature for dear life. You flit back and forth, numbly, hoping to avoid enemy shots and stumble upon your next target. Your HUD warns you of incoming fire, but it's practically impossible to focus on the indicator in the midst of combat. You are never more than dimly aware of the locations of enemies the screen merely indicates that there is action and that Jehuty is caught directly in the centre. Jehuty floats weightless in 3D space, and is beset on literally all sides by attackers. And yet they echo distinctly that melodrama. Your moments of control liberate you from such narrative bramble. This one's dreadful for the battery life.
#The reference miner egret movie
The game comes perilously close to being a movie with gameplay interludes. It is true that there are "too many" cut-scenes, and that they frequently interrupt the action, often wresting control from you not 10 seconds into the next set piece. This method performs satisfactorily when applied to the Egret source rock of the. Sound like a Kojima you know?īut the script, all histrionics and quick turns and sudden violence, is central to how the game makes its mark.
![the reference miner egret the reference miner egret](https://caymaneco.org/yahoo_site_admin/assets/images/egrets-east-china_China_Dialogue.191130703_std.jpg)
Because of the way the script is written (in clipped and oblique sentences) and voiced (in a universally dull monotone), it is nearly impossible to follow. (Your own name is Dingo Egret, undoubtedly something culled from the MGS reject pile.)Īll these entities intersect and collide seemingly at random throughout the game. People with names like Taper and Nohman reference organisations named BAHRAM and the Space Force, places named Aumann and Callisto, machines named Nephtis and Anubis. As soon as you enter Jehuty the game ensnares you in a tortuous martial and political drama less important for its plot points than for its atmosphere of "many things all happening at once".